zarg43
2013-04-06, 07:13 PM
Greetings and salutations GItPG!
Recently I've started running with a group of guys and I finally got to break out one of my oldest character ideas. I'm really happy to be able to as I've had this idea benched for a couple of years. So as the title says I'm playing a Artificer.
Now the group composition is currently a Human Cleric (of St. Cuthbert so law, justice, and all that jaz. He likes to summon things and use save or dies/suck), a Asherati Wizard (Sandstorm book, needs some reliable damage, because he blows his load then kinda shrugs in combat), and a Halfling Spymaster(I already have a Collar of Umbral Metamorphosis lined up for him, but I need some more). I want them to feel awesome and have a good time for their first real "long haul" DnD group. The current level is about 6 overall (we had one death already due to Gold, Platinum, and Adamant horror(s) 6d6-12d6 lighting damage. Needless to say the DM quickly realized how brutally under prepared for this encounter we where and quickly Deus Ex Machina'd us to safety).
My question is "What would be some cool magic items I should make them so they feel powerful and have fun with their characters? What other cool tips and tricks I might to bring up with them?"
Recently I've started running with a group of guys and I finally got to break out one of my oldest character ideas. I'm really happy to be able to as I've had this idea benched for a couple of years. So as the title says I'm playing a Artificer.
Now the group composition is currently a Human Cleric (of St. Cuthbert so law, justice, and all that jaz. He likes to summon things and use save or dies/suck), a Asherati Wizard (Sandstorm book, needs some reliable damage, because he blows his load then kinda shrugs in combat), and a Halfling Spymaster(I already have a Collar of Umbral Metamorphosis lined up for him, but I need some more). I want them to feel awesome and have a good time for their first real "long haul" DnD group. The current level is about 6 overall (we had one death already due to Gold, Platinum, and Adamant horror(s) 6d6-12d6 lighting damage. Needless to say the DM quickly realized how brutally under prepared for this encounter we where and quickly Deus Ex Machina'd us to safety).
My question is "What would be some cool magic items I should make them so they feel powerful and have fun with their characters? What other cool tips and tricks I might to bring up with them?"